Some semi-random thoughts on terrain generation
#70
I wouldn't say completely. It's not like we couldn't improve on it. A lot, in fact.
But now the generator can do as much as the old one could (with some extras). So there's no need to keep it separate anymore. Especially now that it's faster and more stable than the old one.

The cool thing is that now any modification to the generator is quite localized to one place. If you want to generate sand in desert instead of grass, it means touching a single object, cCompoGenClassic, that has one single purpose - filling terrain based on biomes. So the code is quite clear and easy to maintain and extend.

For the users, it means more freedom in what they want their world to look like. If they don't like trees, they can switch trees off, while keeping all the other features. If they want square biomes, so be it, they can get square biomes. If someone likes the desert, they can set the biomes to constant desert and that's what they get. Of course this will need some more time for the generators to mature, right now there are only generators usable for the classic terrain and for some debugging. I expect more to crop up soon, though.
Reply
Thanks given by:


Messages In This Thread
RE: Some semi-random thoughts on terrain generation - by xoft - 05-26-2012, 12:38 AM



Users browsing this thread: 11 Guest(s)